Hi.
Im trying to figure out how to use the channelgroups in Fmod, as i want to place all my designer events in channelgroups to be able to apply interactive mixing and modifying of the sound, according to game progression or state.
However i can’t really figure out how to route my events to the channelgroups – does every sound in an event get a specific channel or do they all play through the same channel?
Should I play the events or event sound-channel through channelgroups?
How do I route en Event to a ChannelGroup?

If anyone could give me an outline on the Event to ChannelGroup procedure I would really appreciate.

Besides that I think it would be great to be able to structure events in submixing channelgroups and add DSP or behaviour from within designer.

You should not be trying to modify fmod’s channelgroup layout.
If you want to do things to groups of events, you should be using Categories. You can add a programmer based DSP effect at runtime to a category if you want by using EventCategory::getChannelGroup and ChannelGroup::addDSP but thats it.